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	<title>Creation Engine</title>
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	<link>http://blog.shadowmecha.org</link>
	<description>Logan Park writes on Second Life, metaverses, !Meta, and the Elemental transforming vehicle.</description>
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		<copyright>Copyright &#xA9; Creation Engine 2010 </copyright>
		<managingEditor>logan.park@gmail.com (Creation Engine)</managingEditor>
		<webMaster>logan.park@gmail.com (Creation Engine)</webMaster>
		<category>posts</category>
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		<itunes:summary>Logan Park writes on Second Life, metaverses, !Meta, and the Elemental transforming vehicle.</itunes:summary>
		<itunes:author>Creation Engine</itunes:author>
		<itunes:category text="Society &amp; Culture"/>
		<itunes:owner>
			<itunes:name>Creation Engine</itunes:name>
			<itunes:email>logan.park@gmail.com</itunes:email>
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			<title>Creation Engine</title>
			<link>http://blog.shadowmecha.org</link>
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		<item>
		<title>A Taxonomy of Flight Craft in Second Life</title>
		<link>http://blog.shadowmecha.org/2010/04/15/a-taxonomy-of-flight-craft-in-second-life/</link>
		<comments>http://blog.shadowmecha.org/2010/04/15/a-taxonomy-of-flight-craft-in-second-life/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 02:18:42 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Vehicles]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/?p=96</guid>
		<description><![CDATA[Superdreadnaughts
With dimensions measured not in meters but in fractional sim lengths (&#8220;1/2 a region long!&#8221;) superdreadnaughts are the floating capital ships of the Second Life grid.  They tend to be powered by some variant of Jesrad Seraph&#8217;s suite of multimove scripts.  The net effect, while functional, is hardly elegant.  The comparison to [...]]]></description>
			<content:encoded><![CDATA[<p>Superdreadnaughts</p>
<p>With dimensions measured not in meters but in fractional sim lengths (&#8220;1/2 a region long!&#8221;) superdreadnaughts are the floating capital ships of the Second Life grid.  They tend to be powered by some variant of <a href="secondlife:///app/agent/e8a33a3d-b5f0-4fd9-bb94-6ae0cfb61805/about">Jesrad Seraph</a>&#8217;s suite of <a href="http://forums.secondlife.com/search.php?searchid=3952045">multimove scripts</a>.  The net effect, while functional, is hardly elegant.  The comparison to inchworms is natural&#8211; the only way to move a vehicle of several thousand prims is to break it into 254 prim (or fewer) linkset objects and attempt to move them in some semblance of cohesive motion.  The effect is rarely convincing.</p>
<p>However, by dint of sheer size, the rare superdreadnaughts rule the SL skies.  They generally feature broadside turret weapon arrays, staterooms, hangars &#038; landing strips, integrated vehicle and personal weapon rezzers, and command bridges.  Higher-investment assets also sport improvements like shipwide commsystems, shiplong axial beam weapons, and slaved dropships.</p>
<p>Style-wise, the superdreadnaught-class ship is almost without exception a sci-fi build.</p>
<p>Examples: Moo Spyker&#8217;s <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=1081389">Prometheus</a> (images <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=images&#038;ItemID=1081389">here</a>), Zypher Yao&#8217;s <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=755709">Zypherion</a> (images <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=images&#038;ItemID=755709">here</a>)<a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=1081389">,<br />
</a></p>
<p>Non-examples: The floating mall at <a title="Alcyon Sector" href="http://slurl.com/secondlife/Alcyon%20Sector/145/88/316">Alcyon Sector</a>, since it is not actually a vehicle.  Also the <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=724051">SS Antares</a> is essentially a dreadnaught-shaped building, highly detailed for roleplaying purposes, but unable to move under its own thrust.</p>
<div id="attachment_98" class="wp-caption alignnone" style="width: 1034px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/dreadnaught-mall_001.jpg"><img class="size-large wp-image-98" title="dreadnaught-mall_001" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/dreadnaught-mall_001-1024x629.jpg" alt="This sreadnaught-like building serves as a well-themed floating mall, but is not functional as a flying vehicle in the traditional sense." width="1024" height="629" /></a><p class="wp-caption-text">This dreadnaught-like building serves as a well-themed floating mall, but is not functional as a flying vehicle in the traditional sense.  Note author seated on upper deck, foreground for scale.</p></div>
<p>Dreadnaughts &#8211; megaprim single linkset</p>
<p>Frigates &#8211; cabin craft like the ever-popular Halo video game series Pelican</p>
<p>Runabouts &#8211; personal craft<br />
&#8211;vehitars</p>
<p>&#8211;transforming vehicles</p>
<p>Tinies vehicles really fall under all the same categories as above, but they are appropriately scaled down a bit.</p>
<p>RC vehicles are vehicles at an API level (meaning, they use the same code that normal vehicles do, they simply lack the subroutine to check for the seated presence of an operator before enabling physics.</p>
<p>Regardless of genre: modern, sci-fi,  whimsical, organic</p>
<p>Regardless of originality: IP theft to completely original</p>
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		<item>
		<title>Blogging from an iPad</title>
		<link>http://blog.shadowmecha.org/2010/04/15/blogging-from-an-ipad/</link>
		<comments>http://blog.shadowmecha.org/2010/04/15/blogging-from-an-ipad/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 02:00:36 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Food for thought]]></category>
		<category><![CDATA[iPad]]></category>

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		<description><![CDATA[Well, I thought I&#8217;d try the Wordpress app for iPad, as most of my blog-worthy thoughts happen when I&#8217;m on the go or otherwise not near a regular computer.  Don&#8217;t pay any attention to this post as I will just be kicking tires with it.

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			<content:encoded><![CDATA[<p>Well, I thought I&#8217;d try the Wordpress app for iPad, as most of my blog-worthy thoughts happen when I&#8217;m on the go or otherwise not near a regular computer.  Don&#8217;t pay any attention to this post as I will just be kicking tires with it.</p>
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		<item>
		<title>Logan&#8217;s 2009-02-14 twitter posts</title>
		<link>http://blog.shadowmecha.org/2009/02/14/logans-2009-02-14-twitter-posts/</link>
		<comments>http://blog.shadowmecha.org/2009/02/14/logans-2009-02-14-twitter-posts/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 06:59:59 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/2009/02/14/logans-2009-02-14-twitter-posts/</guid>
		<description><![CDATA[
Assembling methods section for ROMO chapter of dissertation, listening to GF&#8217;s music practice #


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			<content:encoded><![CDATA[<ul class="aktt_tweet_digest">
<li>Assembling methods section for ROMO chapter of dissertation, listening to GF&#8217;s music practice <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/1210753356">#</a></li>
</ul>
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		<item>
		<title>Logan&#8217;s 2009-02-11 twitter posts</title>
		<link>http://blog.shadowmecha.org/2009/02/11/logans-2009-02-11-twitter-posts/</link>
		<comments>http://blog.shadowmecha.org/2009/02/11/logans-2009-02-11-twitter-posts/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 06:59:59 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/2009/02/11/logans-2009-02-11-twitter-posts/</guid>
		<description><![CDATA[
totally geeking out on SL vehicles.  http://tinyurl.com/bpfqv8 #


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<li>totally geeking out on SL vehicles.  <a href="http://tinyurl.com/bpfqv8" rel="nofollow">http://tinyurl.com/bpfqv8</a> <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/1197968245">#</a></li>
</ul>
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		</item>
		<item>
		<title>Designing Effective Vehicles for Second Life</title>
		<link>http://blog.shadowmecha.org/2009/02/09/designing-effective-vehicles-for-second-life/</link>
		<comments>http://blog.shadowmecha.org/2009/02/09/designing-effective-vehicles-for-second-life/#comments</comments>
		<pubDate>Mon, 09 Feb 2009 17:09:18 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Elemental]]></category>
		<category><![CDATA[Food for thought]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[ergonomics]]></category>
		<category><![CDATA[HUD]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[user interface]]></category>
		<category><![CDATA[Vehicle]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/?p=78</guid>
		<description><![CDATA[Elegant vehicle design in Second Life is easy to pick up, hard to master.   I was noodling around Balance&#8211; the old-school vehicle testing sim&#8211; in a 2009 Tread, and realized that a few useful design decisions surface again and again in each of my successful vehicles.
Time to reflect on vehicle design principles a bit using [...]]]></description>
			<content:encoded><![CDATA[<p>Elegant vehicle design in Second Life is easy to pick up, hard to master.   I was noodling around <a title="Balance" href="secondlife://Balance/128/128/96" target="_blank">Balance</a>&#8211; the old-school vehicle testing sim&#8211; in a 2009 Tread, and realized that a few useful design decisions surface again and again in each of my successful vehicles.</p>
<div id="attachment_79" class="wp-caption alignnone" style="width: 310px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/3headedsnake_004.jpg"><img class="size-medium wp-image-79" title="2009 Tread" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/3headedsnake_004-300x210.jpg" alt="The Tread is a 'simple' single mode land vehicle in Second Life" width="300" height="210" /></a><p class="wp-caption-text">The Tread is a &#39;simple&#39; single mode land vehicle in Second Life.  Simple to the user because it has been scripted with much user-centric complexity.</p></div>
<p>Time to reflect on vehicle design principles a bit using some experiences, actual SL vehicle use statistics, and broader design ideas from the web and beyond.</p>
<p><strong>Simple Dashboard, Powerful Engine</strong></p>
<p>Perhaps my most fun (my metric for successful) vehicle in Second Life is the Elemental.  It transforms into about a dozen distinct vehicles: planes, airships, hovercraft, cars, submarines, etc.  Very early on in the design process for the Elemental, it became clear that a dozen (now even more than that! Crazy.) modes would need quite a user interface to keep things fluid and easy,  so that these extra features were fun and not a hindrance.  Immediately, the decision was to use a Heads Up Display (&#8220;HUD&#8221;).</p>
<div id="attachment_81" class="wp-caption alignnone" style="width: 897px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/3headedsnake_0031.jpg"><img class="size-full wp-image-81" title="3headedsnake_0031" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/3headedsnake_0031.jpg" alt="The HUD for the Elemental is 100% buttons." width="887" height="545" /></a><p class="wp-caption-text">The HUD for the Elemental is 100% buttons.</p></div>
<p>The reasoning was simple.   Before SL added HUD attachments, users had to endure experience-disrupting blue dialog windows for the rare vehicle, like the <a href="http://www.nafii.com/DoMoCo/?p=42">Dominus Shadow</a>, that was smart enough to use them.  Much more often, a user had to:</p>
<ol>
<li>learn chat command syntax (e.g., &#8220;start&#8221; and &#8220;hover&#8221; to activate various vehicle functionality)</li>
<li>remember the syntax across sessions</li>
<li>take the time to correctly type out the command, time away from having fun</li>
<li>understand what the command would do</li>
</ol>
<p>It is an experience design disaster.</p>
<p>So instead, Elemental users got a smart little HUD, where <strong>only the absolute minimum </strong>visual information necessary was displayed at any given time.  This is a design principle that Google, Inc. has in its very genetics, closely regulating the number of words on its homepage.  From a user experience standpoint, every moment my mouse is buried in the HUD is a moment I&#8217;ve lost forever.  So the HUD uses collapsing menus:</p>
<div id="attachment_84" class="wp-caption alignnone" style="width: 1034px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/snapshot_0021.jpg"><img class="size-large wp-image-84" title="Expanded HUD" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/snapshot_0021-1024x678.jpg" alt="The Elemental HUD reveals additional UI elements and choices only as necessary" width="1024" height="678" /></a><p class="wp-caption-text">The Elemental HUD reveals additional UI elements and choices only as necessary.</p></div>
<p>This way, new users have a gentler <a title="learning curve" href="http://en.wikipedia.org/wiki/Learning_curve" target="_blank">learning curve</a>.  Why?  Because SL has been hard to learn since Day One.  No need to make it any more frustrating.  This was especially important when I was designing vehicles through Electric Sheep Company for <a title="Nissan" href="http://www.secondlifeherald.com/slh/2007/04/nissan_retools.html" target="_blank">Nissan</a>, <a title="Reuters" href="http://secondlife.reuters.com/stories/2007/09/13/virtual-acura-rdx-available-now/" target="_blank">Reuters</a>, and other companies interested in having an engaging presence in SL.  They were bringing totally new users inworld, so things had to be dead simple to learn, but fun.</p>
<p>Of course simple, intuitive UI does <em>not</em> mean boring.  The Elemental is still one of the only vehicles to pack a dozen modes, cloaking, three combat systems, 5 point sound, skinning/coloring/custom license plates, decals, Tiny mode, autopilot, onboard music, and more.  But the point is that the decisions to use or ignore all these elements aren&#8217;t all clamoring for the user&#8217;s attention.  They are neatly tucked away, ready for when the user is ready to explore more fun.</p>
<p>A similar principle applies beyond HUDs, right into the physical shape of the vehicle itself.  When I was in the process of designing the precursor to the Elemental, the Tread, a series of informal qualitative interviews helped me to understand that the prims I was gluing together were more than a chassis, they were the user&#8217;s avatar with respect to the physics engine.</p>
<div id="attachment_86" class="wp-caption alignnone" style="width: 1034px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/snapshot_004.jpg"><img class="size-large wp-image-86" title="The Tread's Fore Ramp" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/snapshot_004-1024x923.jpg" alt="Note the invisible ramp prim affixed to the front end of this ground vehicle, used to skate over small obstacles." width="1024" height="923" /></a><p class="wp-caption-text">Note the invisible ramp prim affixed to the front end of this ground vehicle, used to skate over small obstacles.</p></div>
<p>The ramp on the Tread above is invisible to the user, completely unannounced unless the user decides to edit the vehicle and discovers it for him/herself.   Given the extremely haphazard environment in SL, users get stuck in vehicles all the time.  So behind the scenes &#8212; under the hood, if you will&#8211; we vehicle designers have an obligation to protect the user from the sligns and arrows of cruel grid life, without limiting the user in his or her options.  <strong>Simple hacks like adding invisible ramps and the ability for cars to either jump or fly adds orders of magnitude more spaces that your users can access.</strong> And that means more fun for them and better-satisfied customers for you, the designer.</p>
<p>To drive home the point (pardon the pun): the following graph is a time series (x axis)  of vehicle velocity (y axis, m/s) for a typical Elemental user.   Note the average speed, but even more importantly, note how jagged the graph is.  This is a user battling rough terrain and the normal clutter of SL, trying to have fun.</p>
<div id="attachment_90" class="wp-caption alignnone" style="width: 969px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/speed-graph.jpg"><img class="size-full wp-image-90" title="Land Vehicle Speed" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/speed-graph.jpg" alt="Note the inconsistent movement rate of a typical land vehicle session." width="959" height="589" /></a><p class="wp-caption-text">Note the inconsistent movement rate of a typical land vehicle session.</p></div>
<p>By contrast, a similar graph for a helicopter user:</p>
<div id="attachment_92" class="wp-caption alignnone" style="width: 969px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/speed-graph-2.jpg"><img class="size-full wp-image-92" title="Helicopter Speed" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/speed-graph-2.jpg" alt="Note fewer speed inconsistencies, suggesting a better-controlled vehicle experience." width="959" height="589" /></a><p class="wp-caption-text">Note fewer speed inconsistencies, suggesting a better-controlled vehicle experience.</p></div>
<p>If you can hack an existing vehicle script to perform how you like, you can add a hover mode or jump functionality.  No excuses, do it. We all win when the general calibre of vehicle designs in SL gets elevated.</p>
<p>Who cares if cars can&#8217;t fly or jump in real life?  The <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=1&amp;url=http%3A%2F%2Fsecondthoughts.typepad.com%2Fsecond_thoughts%2F2008%2F03%2Fimmersion-vs-au.html&amp;ei=AA-NSZicOoH8tgftiMCECw&amp;usg=AFQjCNGscmgO6xgrMFGZc1E0hfACK-qs5w&amp;sig2=qqdhxzKgUDEuacxH88MnSg">immersion</a> vs. <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=2&amp;url=http%3A%2F%2Fwww.secondlifeinsider.com%2F2007%2F08%2F24%2Fimmersion-versus-augmentation%2F&amp;ei=AA-NSZicOoH8tgftiMCECw&amp;usg=AFQjCNFid02Re8emGh6IFh3E7fHo1Y_TNg&amp;sig2=W12TvVm9U5BTNSofrHxwig">augmentation</a> shtick has been <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=3&amp;url=http%3A%2F%2Fslcreativity.org%2Fwiki%2Findex.php%3Ftitle%3DAugmentation_vs_Immersion&amp;ei=GRaNSd6SGZaitgfR1aSRCw&amp;usg=AFQjCNE--s-WAlDB1y2zGGnn9bYXCP-Y8g&amp;sig2=JqaIrXN7kDfuHZErk3OVOw">done</a> to <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=5&amp;url=http%3A%2F%2Flawrie.jiscinvolve.org%2F2008%2F03%2F20%2Fimmersion-or-augmentation-a-culture-or-just-another-tool%2F&amp;ei=GRaNSd6SGZaitgfR1aSRCw&amp;usg=AFQjCNG6aJFX_R3mNfd5RQwP3XoFN3fq8w&amp;sig2=BxzKU9bec5TkywBZkiYhMQ">death</a> for years now. At the end of the day, users still get stuck in vehicles too easily, when the vehicle desingers can easily solve that problem a priori.</p>
<p>Bottom line for this aspect of SL vehicle design: think so your users never really have to.  Not that they can&#8217;t.  Just that they shouldn&#8217;t have to if they don&#8217;t want to.</p>
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		<title>Logan&#8217;s 2009-02-04 twitter posts</title>
		<link>http://blog.shadowmecha.org/2009/02/04/logans-2009-02-04-twitter-posts/</link>
		<comments>http://blog.shadowmecha.org/2009/02/04/logans-2009-02-04-twitter-posts/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 06:59:59 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Twitter]]></category>

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		<description><![CDATA[
Up, wrangling vba to build casewise datasets for my dissertation #
@massively sacrifice high fantasy MMO setting to create space for ANYTHING else.  Sheesh&#8230; #
Rocking hard on data architecting today #


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<li>Up, wrangling vba to build casewise datasets for my dissertation <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/1176537836">#</a></li>
<li>@massively sacrifice high fantasy MMO setting to create space for ANYTHING else.  Sheesh&#8230; <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/1176833142">#</a></li>
<li>Rocking hard on data architecting today <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/1176834195">#</a></li>
</ul>
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		<item>
		<title>Logan&#8217;s 2008-12-06 twitter posts</title>
		<link>http://blog.shadowmecha.org/2008/12/06/logans-2008-12-06-twitter-posts/</link>
		<comments>http://blog.shadowmecha.org/2008/12/06/logans-2008-12-06-twitter-posts/#comments</comments>
		<pubDate>Sun, 07 Dec 2008 06:59:59 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/2008/12/06/logans-2008-12-06-twitter-posts/</guid>
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Twittering just because I haven&#8217;t in months. &#60;3 #


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<li>Twittering just because I haven&#8217;t in months. &lt;3 <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/1041251754">#</a></li>
</ul>
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		<title>Logan&#8217;s 2008-09-09 twitter posts</title>
		<link>http://blog.shadowmecha.org/2008/09/09/logans-2008-09-09-twitter-posts/</link>
		<comments>http://blog.shadowmecha.org/2008/09/09/logans-2008-09-09-twitter-posts/#comments</comments>
		<pubDate>Wed, 10 Sep 2008 06:59:59 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Twitter]]></category>

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RIP Ian Hibbel, world bike traveler. #
“Every so often a bird gets up and flies some place that it’s drawn to. I don’t suppose it could tell you why, but it does it anyway.” #


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<li>RIP Ian Hibbel, world bike traveler. <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/915369961">#</a></li>
<li>“Every so often a bird gets up and flies some place that it’s drawn to. I don’t suppose it could tell you why, but it does it anyway.” <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/915370084">#</a></li>
</ul>
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		<title>Logan&#8217;s 2008-08-08 twitter posts</title>
		<link>http://blog.shadowmecha.org/2008/08/08/logans-2008-08-08-twitter-posts/</link>
		<comments>http://blog.shadowmecha.org/2008/08/08/logans-2008-08-08-twitter-posts/#comments</comments>
		<pubDate>Sat, 09 Aug 2008 06:59:59 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Twitter]]></category>

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Morning all. Sleep deprived in a huge way but had great times in Maine. Off to milwaukee for renfest wedding #


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<li>Morning all. Sleep deprived in a huge way but had great times in Maine. Off to milwaukee for renfest wedding <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/881544627">#</a></li>
</ul>
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		<title>Logan&#8217;s 2008-07-24 twitter posts</title>
		<link>http://blog.shadowmecha.org/2008/07/24/logans-2008-07-24-twitter-posts/</link>
		<comments>http://blog.shadowmecha.org/2008/07/24/logans-2008-07-24-twitter-posts/#comments</comments>
		<pubDate>Fri, 25 Jul 2008 06:59:59 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/2008/07/24/logans-2008-07-24-twitter-posts/</guid>
		<description><![CDATA[
Wow.just took my first field trip into the world of regex.  Wow.  So powerful.  Wow. #


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<li>Wow.just took my first field trip into the world of regex.  Wow.  So powerful.  Wow. <a href="http://twitter.com/spamtrap@kagemecha.com/statuses/866765775">#</a></li>
</ul>
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